Pokemon Survivor Moves
Search 64 source-checked moves across all 18 types. Expand a row for behavior fields, four level upgrades, evolution requirements, and related Pokémon.
Source checked Oct 14, 2026 b297089
How to read the move data
Damage is the move's effective level 1 base before the partner attack multiplier, type effectiveness, critical hits, and run effects. Cooldown is measured in seconds before player cooldown modifiers. Geometry uses the game's world-coordinate units.
Melee definitions receive a source-defined runtime normalization before play. The table shows those effective values while the expanded record explains that the literal source value differs.
Every move has four behavior-family upgrade steps after level 1, reaching a normal maximum at level 5. Multiplicative fields include damage, cooldown, speed, radius, duration, amount, arc, width, spread, lifetime, size, and turret rate. Count, pierce, and stacks are additive.
Only the active slot fires automatically. Bonded moves in that slot can fire together, but learning several moves does not make every slot attack at once.
Move database
Search English or source names, combine type and behavior filters, and sort in either direction. Each #move-id anchor opens its details.
64 moves
| Move | Type | Behavior | Damage | Cooldown | Max level | Evolution | Details |
|---|---|---|---|---|---|---|---|
Tackletackle | Normal | melee | 16 | 0.5 s | 5 | Take DownVigor | |
TackleCharges in an arc at everything in front of you. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionTackle evolves into Take Down at level 5 after taking Vigor at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Quick Attackquick-attack | Normal | dash | 20 | 0.75 s | 5 | Extreme SpeedSprint | |
Quick AttackYou dash at the enemy like lightning and hit everything on the way. Behavior: dash. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionQuick Attack evolves into Extreme Speed at level 5 after taking Sprint at least once in the run. ×1.9 damage, more distance and less cooldown | |||||||
Swords Danceswords-dance | Normal | buff | Not applicable | 0.85 s | 5 | None | |
Swords DanceDeals no damage: builds ATTACK while active. Behavior: buff. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionThis move has no evolution path in the pinned source. Buff moves do not evolve. | |||||||
Agilityagility | Normal | buff | Not applicable | 0.85 s | 5 | None | |
AgilityDeals no damage: builds SPEED while active. Behavior: buff. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionThis move has no evolution path in the pinned source. Buff moves do not evolve. | |||||||
Hardenharden | Normal | buff | Not applicable | 0.85 s | 5 | None | |
HardenDeals no damage: builds DEFENSE while active. Behavior: buff. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionThis move has no evolution path in the pinned source. Buff moves do not evolve. | |||||||
Emberember | Fire | projectile | 18 | 0.52 s | 5 | Fire BlastPower | |
EmberA fireball at the nearest enemy. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionEmber evolves into Fire Blast at level 5 after taking Power at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Flamethrowerflamethrower | Fire | cone | 7 | 0.7 s | 5 | OverheatReflexes | |
FlamethrowerA short fan of flames that burns. Behavior: cone. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionFlamethrower evolves into Overheat at level 5 after taking Reflexes at least once in the run. ×1.7 damage, +4 shots and +1 pierce | |||||||
Fire Spinfire-spin | Fire | orbit | 14 | 0.3 s | 5 | Sacred FireSynthesis | |
Fire SpinFlames that spin around you. Constant defense. Behavior: orbit. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionFire Spin evolves into Sacred Fire at level 5 after taking Synthesis at least once in the run. +2 orbs, ×1.7 damage and more radius | |||||||
Heat Waveheat-wave | Fire | nova | 13 | 1.25 s | 5 | EruptionVigor | |
Heat WaveExplodes in flames in every direction. Behavior: nova. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionHeat Wave evolves into Eruption at level 5 after taking Vigor at least once in the run. +6 projectiles, ×1.6 damage and +1 pierce | |||||||
Water Gunwater-gun | Water | projectile | 14 | 0.44 s | 5 | ScaldPower | |
Water GunA piercing jet. Reliable at any range. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionWater Gun evolves into Scald at level 5 after taking Power at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Bubblebubble | Water | nova | 9 | 1 s | 5 | SurfSprint | |
BubbleA fan of bubbles that slows whatever they touch. Behavior: nova. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionBubble evolves into Surf at level 5 after taking Sprint at least once in the run. +6 projectiles, ×1.6 damage and +1 pierce | |||||||
Hydro Pumphydro-pump | Water | beam | 29 | 1.5 s | 5 | Hydro CannonPower | |
Hydro PumpA slow but devastating water blast. Behavior: beam. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionHydro Pump evolves into Hydro Cannon at level 5 after taking Power at least once in the run. ×1.8 damage, a 50% wider and longer beam | |||||||
Aqua Ringaqua-ring | Water | buff | Not applicable | 0.9 s | 5 | None | |
Aqua RingDeals no damage: builds health REGENERATION. Behavior: buff. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionThis move has no evolution path in the pinned source. Buff moves do not evolve. | |||||||
Vine Whipvine-whip | Grass | melee | 19 | 0.62 s | 5 | Power WhipPower | |
Vine WhipLong-range whips in a wide arc. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionVine Whip evolves into Power Whip at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Razor Leafrazor-leaf | Grass | boomerang | 10 | 0.9 s | 5 | Leaf StormReflexes | |
Razor LeafTwo leaves that fly out and back, cutting both ways. Behavior: boomerang. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionRazor Leaf evolves into Leaf Storm at level 5 after taking Reflexes at least once in the run. ×1.8 damage, +1 boomerang and more range | |||||||
Petal Blizzardleaf-storm | Grass | orbit | 14 | 0.26 s | 5 | Petal DanceSynthesis | |
Petal BlizzardA cyclone of leaves spins widely around you. Behavior: orbit. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionPetal Blizzard evolves into Petal Dance at level 5 after taking Synthesis at least once in the run. +2 orbs, ×1.7 damage and more radius | |||||||
Grass Knotgiga-drain | Grass | aura | 9 | 0.55 s | 5 | Frenzy PlantVigor | |
Grass KnotRoots that snare and pound everything near you. Behavior: aura. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionGrass Knot evolves into Frenzy Plant at level 5 after taking Vigor at least once in the run. ×1.8 damage and 35% more radius | |||||||
Thunder Shockthunder-shock | Electric | projectile | 13 | 0.4 s | 5 | ThunderPower | |
Thunder ShockA lightning-fast bolt that pierces several enemies. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionThunder Shock evolves into Thunder at level 5 after taking Power at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Dischargedischarge | Electric | aura | 8 | 0.45 s | 5 | Electric TerrainArmor | |
DischargeA permanent electric field around you. Behavior: aura. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionDischarge evolves into Electric Terrain at level 5 after taking Armor at least once in the run. ×1.8 damage and 35% more radius | |||||||
Thunderboltthunderbolt | Electric | chain | 21 | 0.95 s | 5 | Zap CannonReflexes | |
ThunderboltA bolt that jumps from one enemy to the next. Behavior: chain. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionThunderbolt evolves into Zap Cannon at level 5 after taking Reflexes at least once in the run. ×1.7 damage and +3 jumps | |||||||
Confusionconfusion | Psychic | projectile | 13 | 0.58 s | 5 | PsyshockReflexes | |
ConfusionA wave that homes in on its target. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionConfusion evolves into Psyshock at level 5 after taking Reflexes at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Psybeampsybeam | Psychic | beam | 17 | 1.15 s | 5 | Future SightPower | |
PsybeamA wide, heavy-hitting psychic beam. Behavior: beam. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionPsybeam evolves into Future Sight at level 5 after taking Power at least once in the run. ×1.8 damage, a 50% wider and longer beam | |||||||
Psychicpsychic | Psychic | nova | 10 | 1.35 s | 5 | Expanding ForceMagnet | |
PsychicA radial mental burst that seeks enemies. Behavior: nova. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionPsychic evolves into Expanding Force at level 5 after taking Magnet at least once in the run. +6 projectiles, ×1.6 damage and +1 pierce | |||||||
Sludgesludge | Poison | projectile | 17 | 0.6 s | 5 | Sludge BombPower | |
SludgeToxic sludge that poisons on impact. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionSludge evolves into Sludge Bomb at level 5 after taking Power at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Mud Shotmud-shot | Ground | nova | 11 | 1.1 s | 5 | Earth PowerPower | |
Mud ShotSplashes mud around and slows foes. Behavior: nova. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionMud Shot evolves into Earth Power at level 5 after taking Power at least once in the run. +6 projectiles, ×1.6 damage and +1 pierce | |||||||
Gustgust | Flying | orbit | 13 | 0.26 s | 5 | HurricaneSprint | |
GustWhirlwinds that escort you. Behavior: orbit. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionGust evolves into Hurricane at level 5 after taking Sprint at least once in the run. +2 orbs, ×1.7 damage and more radius | |||||||
Wing Attackwing-attack | Flying | melee | 17 | 0.55 s | 5 | Brave BirdPower | |
Wing AttackA wide wing sweep that pushes foes back. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionWing Attack evolves into Brave Bird at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Body Slambody-slam | Normal | melee | 36 | 0.95 s | 5 | Giga ImpactPower | |
Body SlamA full-weight tackle: slow, short and brutal. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionBody Slam evolves into Giga Impact at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Hyper Voicehyper-voice | Normal | nova | 12 | 1.15 s | 5 | UproarReflexes | |
Hyper VoiceA sound wave that spreads in every direction. Behavior: nova. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionHyper Voice evolves into Uproar at level 5 after taking Reflexes at least once in the run. +6 projectiles, ×1.6 damage and +1 pierce | |||||||
Poison Stingpoison-sting | Poison | projectile | 8 | 0.34 s | 5 | Poison JabSprint | |
Poison StingA quick poisonous sting. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionPoison Sting evolves into Poison Jab at level 5 after taking Sprint at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Toxictoxic | Poison | trail | 6 | 0.3 s | 5 | Poison GasSynthesis | |
ToxicYou leave pools of poison that badly poison whoever steps on them. Behavior: trail. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionToxic evolves into Poison Gas at level 5 after taking Synthesis at least once in the run. ×1.8 damage, bigger and longer-lasting pools | |||||||
Bulldozebulldoze | Ground | aura | 11 | 0.7 s | 5 | EarthquakePower | |
BulldozeShakes the ground: damages and slows everything nearby. Behavior: aura. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionBulldoze evolves into Earthquake at level 5 after taking Power at least once in the run. ×1.8 damage and 35% more radius | |||||||
Bug Bitebug-bite | Bug | melee | 13 | 0.42 s | 5 | X-ScissorPower | |
Bug BiteA quick bite in a short arc. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionBug Bite evolves into X-Scissor at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
String Shotstring-shot | Bug | mine | 14 | 1.1 s | 5 | Sticky WebReflexes | |
String ShotLeaves webs on the ground that trap and greatly slow whoever steps on them. Behavior: mine. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionString Shot evolves into Sticky Web at level 5 after taking Reflexes at least once in the run. ×1.8 damage, +2 mines and a bigger blast | |||||||
Bug Buzzbug-buzz | Bug | aura | 8 | 0.45 s | 5 | SwarmSynthesis | |
Bug BuzzA constant vibration that pounds everything nearby. Behavior: aura. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionBug Buzz evolves into Swarm at level 5 after taking Synthesis at least once in the run. ×1.8 damage and 35% more radius | |||||||
Rock Throwrock-throw | Rock | projectile | 24 | 0.7 s | 5 | Stone EdgePower | |
Rock ThrowA heavy boulder that pushes the enemy back. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionRock Throw evolves into Stone Edge at level 5 after taking Power at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Rock Sliderock-slide | Rock | meteor | 21 | 1.3 s | 5 | Stealth RockReflexes | |
Rock SlideRocks fall from the sky onto nearby enemies. Behavior: meteor. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionRock Slide evolves into Stealth Rock at level 5 after taking Reflexes at least once in the run. ×1.7 damage, +2 meteors and more radius | |||||||
Ice Beamice-beam | Ice | beam | 20 | 1.1 s | 5 | BlizzardPower | |
Ice BeamAn icy beam that almost freezes foes solid. Behavior: beam. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionIce Beam evolves into Blizzard at level 5 after taking Power at least once in the run. ×1.8 damage, a 50% wider and longer beam | |||||||
Powder Snowpowder-snow | Ice | aura | 8 | 0.55 s | 5 | Icy WindSprint | |
Powder SnowA blizzard around you that slows foes. Behavior: aura. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionPowder Snow evolves into Icy Wind at level 5 after taking Sprint at least once in the run. ×1.8 damage and 35% more radius | |||||||
Karate Chopkarate-chop | Fighting | melee | 22 | 0.5 s | 5 | Close CombatPower | |
Karate ChopA sharp, powerful blow straight ahead. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionKarate Chop evolves into Close Combat at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Aura Sphereaura-sphere | Fighting | projectile | 17 | 0.62 s | 5 | Focus BlastReflexes | |
Aura SphereAn energy sphere that never misses. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionAura Sphere evolves into Focus Blast at level 5 after taking Reflexes at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Licklick | Ghost | melee | 14 | 0.48 s | 5 | Shadow PunchPower | |
LickA ghostly lick that briefly paralyzes. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionLick evolves into Shadow Punch at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Shadow Ballshadow-ball | Ghost | projectile | 19 | 0.66 s | 5 | Phantom ForceReflexes | |
Shadow BallA shadowy orb that pierces several foes. Behavior: projectile. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionShadow Ball evolves into Phantom Force at level 5 after taking Reflexes at least once in the run. ×1.8 damage, +2 projectiles, +2 pierce and bigger | |||||||
Dragon Ragedragon-rage | Dragon | beam | 24 | 1 s | 5 | Draco MeteorPower | |
Dragon RageDraconic flames in a straight line. Behavior: beam. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionDragon Rage evolves into Draco Meteor at level 5 after taking Power at least once in the run. ×1.8 damage, a 50% wider and longer beam | |||||||
Dragon Dancedragon-dance | Dragon | buff | Not applicable | 0.7 s | 5 | None | |
Dragon DanceDeals no damage: builds ATTACK faster than Swords Dance. Behavior: buff. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionThis move has no evolution path in the pinned source. Buff moves do not evolve. | |||||||
Fairy Windfairy-wind | Fairy | nova | 11 | 1 s | 5 | MoonblastPower | |
Fairy WindA magical breeze in every direction. Behavior: nova. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionFairy Wind evolves into Moonblast at level 5 after taking Power at least once in the run. +6 projectiles, ×1.6 damage and +1 pierce | |||||||
Dazzling Gleamdazzling-gleam | Fairy | aura | 9 | 0.5 s | 5 | Misty TerrainSynthesis | |
Dazzling GleamA flash of light all around you. Behavior: aura. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionDazzling Gleam evolves into Misty Terrain at level 5 after taking Synthesis at least once in the run. ×1.8 damage and 35% more radius | |||||||
Metal Clawmetal-claw | Steel | melee | 18 | 0.5 s | 5 | Iron HeadPower | |
Metal ClawA steel swipe in an arc. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionMetal Claw evolves into Iron Head at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Flash Cannonflash-cannon | Steel | beam | 23 | 1.05 s | 5 | Steel BeamArmor | |
Flash CannonA piercing beam of metallic light. Behavior: beam. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionFlash Cannon evolves into Steel Beam at level 5 after taking Armor at least once in the run. ×1.8 damage, a 50% wider and longer beam | |||||||
Bitebite | Dark | melee | 17 | 0.45 s | 5 | CrunchPower | |
BiteA quick bite that knocks foes back. Behavior: melee. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
The checked source applies a runtime melee normalization. Effective values are shown here; the literal source values remain in the versioned data file. Levels 2-5
EvolutionBite evolves into Crunch at level 5 after taking Power at least once in the run. ×1.9 damage, more range and hits in 360° | |||||||
Dark Pulsedark-pulse | Dark | nova | 14 | 1.15 s | 5 | SnarlSprint | |
Dark PulseA wave of dark energy in every direction. Behavior: nova. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionDark Pulse evolves into Snarl at level 5 after taking Sprint at least once in the run. +6 projectiles, ×1.6 damage and +1 pierce | |||||||
Night Shadenight-shade | Dark | aura | 9 | 0.5 s | 5 | NightmareSynthesis | |
Night ShadeA shadow surrounds you and consumes what is near. Behavior: aura. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionNight Shade evolves into Nightmare at level 5 after taking Synthesis at least once in the run. ×1.8 damage and 35% more radius | |||||||
Bonemerangbonemerang | Ground | boomerang | 16 | 0.95 s | 5 | Bone RushPower | |
BonemerangA bone that flies out and back, hitting hard. Behavior: boomerang. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionBonemerang evolves into Bone Rush at level 5 after taking Power at least once in the run. ×1.8 damage, +1 boomerang and more range | |||||||
Psycho Cutpsycho-cut | Psychic | boomerang | 9 | 0.8 s | 5 | Psychic FangsReflexes | |
Psycho CutPsychic blades that come back to you. Behavior: boomerang. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionPsycho Cut evolves into Psychic Fangs at level 5 after taking Reflexes at least once in the run. ×1.8 damage, +1 boomerang and more range | |||||||
Spikesspikes | Ground | mine | 18 | 1.2 s | 5 | FissurePower | |
SpikesScatters spikes that burst when stepped on. Behavior: mine. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionSpikes evolves into Fissure at level 5 after taking Power at least once in the run. ×1.8 damage, +2 mines and a bigger blast | |||||||
Toxic Spikestoxic-spikes | Poison | mine | 11 | 1.1 s | 5 | Gunk ShotSynthesis | |
Toxic SpikesPoison spikes that badly poison when they burst. Behavior: mine. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionToxic Spikes evolves into Gunk Shot at level 5 after taking Synthesis at least once in the run. ×1.8 damage, +2 mines and a bigger blast | |||||||
Hailhail | Ice | meteor | 18 | 1.2 s | 5 | AvalancheReflexes | |
HailHailstones fall on enemies and slow them. Behavior: meteor. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionHail evolves into Avalanche at level 5 after taking Reflexes at least once in the run. ×1.7 damage, +2 meteors and more radius | |||||||
Meteor Mashmeteor-mash | Steel | meteor | 34 | 1.4 s | 5 | Magnet BombPower | |
Meteor MashTwo steel meteors that crush where they land. Behavior: meteor. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionMeteor Mash evolves into Magnet Bomb at level 5 after taking Power at least once in the run. ×1.7 damage, +2 meteors and more radius | |||||||
Will-O-Wispwill-o-wisp | Fire | turret | 15 | 3.5 s | 5 | InfernoReflexes | |
Will-O-WispLeaves a floating flame that fires on its own and burns. Behavior: turret. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionWill-O-Wisp evolves into Inferno at level 5 after taking Reflexes at least once in the run. ×1.8 damage, +1 at a time and fires faster | |||||||
Substitutesubstitute | Normal | turret | 14 | 4 s | 5 | Double TeamArmor | |
SubstituteA decoy that stays behind shooting for you. Behavior: turret. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionSubstitute evolves into Double Team at level 5 after taking Armor at least once in the run. ×1.8 damage, +1 at a time and fires faster | |||||||
Aerial Aceaerial-ace | Flying | dash | 18 | 0.75 s | 5 | AcrobaticsSprint | |
Aerial AceYou dive and slash everything you pass through. Behavior: dash. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionAerial Ace evolves into Acrobatics at level 5 after taking Sprint at least once in the run. ×1.9 damage, more distance and less cooldown | |||||||
Flame Wheelflame-wheel | Fire | trail | 10 | 0.28 s | 5 | Flare BlitzSprint | |
Flame WheelYou run wrapped in fire, leaving a trail of flames. Behavior: trail. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionFlame Wheel evolves into Flare Blitz at level 5 after taking Sprint at least once in the run. ×1.8 damage, bigger and longer-lasting pools | |||||||
Bubble Beambubble-beam | Water | cone | 6 | 0.65 s | 5 | Aqua TailPower | |
Bubble BeamA short fan of bubbles that slows. Behavior: cone. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionBubble Beam evolves into Aqua Tail at level 5 after taking Power at least once in the run. ×1.7 damage, +4 shots and +1 pierce | |||||||
Hexhex | Ghost | chain | 17 | 0.9 s | 5 | PoltergeistMagnet | |
HexA curse that jumps between enemies. Much more damage if they are burned, poisoned or slowed. Behavior: chain. Values below are the source-matched level 1 values before the partner attack multiplier, type effectiveness, critical hits, and run upgrades. Effective base fields
Levels 2-5
EvolutionHex evolves into Poltergeist at level 5 after taking Magnet at least once in the run. ×1.7 damage and +3 jumps | |||||||
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Why simple DPS is not published
A move with several projectiles can hit one enemy once, several enemies once, or the same target through a behavior-specific re-hit rule. Aura, orbit, chain, mine, meteor, turret, trail, cone, and status moves add more timing and targeting differences. Publishing damage / cooldown as a universal DPS number would hide those omissions.
- Safe comparison
- Compare source damage and cooldown only among moves whose behavior and hit assumptions are similar.
- Not included
- Partner attack, type matchups, criticals, upgrades, statuses, target count, reach, and player positioning.
Frequently asked questions
Why is there no universal DPS column?
Damage divided by cooldown would ignore projectile count, repeated hits, range, pierce, targeting, status effects, type effectiveness, critical hits, and behavior-specific timing. The page shows the source fields without labeling that incomplete ratio as real DPS.
Are the displayed damage and cooldown final values?
No. They are effective level 1 move values before the partner attack multiplier, run upgrades, type effectiveness, critical hits, and other combat effects. Cooldown is also modified by the player's cooldown multiplier.
Why do some moves have no damage?
Five buff moves strengthen the player instead of directly damaging enemies. Their amount, duration, stack, and affected-stat fields appear in the expanded details.
Does every damaging move evolve?
The fixed snapshot contains 59 evolution paths across 64 moves. Buff moves do not evolve. Open a move to see whether a path exists and which run-stat card it requires.
Data source
Move definitions, behavior ladders, runtime melee normalization, and evolution modifiers come from js/data/moves.js. Automatic execution comes from js/systems/combat.js and active-slot behavior from js/entities/player.js in the same pinned commit.